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  • replied
    I'm using 2013 express, no issues building from source.

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  • replied
    Ok One last Attempt to get some help from the Devs. As ive made clear not a single version of preview builds works for me when compiling. Ive reinstalled windows, reinstalled vs 2013 Express, Uninstalled VS 2013 Express and installed VS 2013 Community and still doesnt compile. I can compile RELEASE builds just fine. The guy i work on code with got a build to compile on his end but he has The VS 2013 Ultimate version, he then sent me the .zip of the code he's using and that doesnt compile for me either. IT HAS TO BE AN ISSUE ON YOUR END. The fatal Errors i get are from missing #pragma once in Generated.h files. The latest attept to build (number 15) gave me these error messages.

    Error 1 error C1189: #error : "PhysicsAsset.generated.h already included, missing '#pragma once' in PhysicsAsset.h" D:\UnrealEngine-EmpressDragoon\Engine\Intermediate\Build\Win64\Inc\Engine\PhysicsAsset.generated.h 11 1 UE4
    Error 2 error C1189: #error : "Actor.generated.h already included, missing '#pragma once' in Actor.h" D:\UnrealEngine-EmpressDragoon\Engine\Intermediate\Build\Win64\Inc\Engine\Actor.generated.h 11 1 UE4
    Error 3 error : Failed to produce item: D:\UnrealEngine-EmpressDragoon\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-UnrealEd.lib D:\UnrealEngine-EmpressDragoon\Engine\Intermediate\ProjectFiles\ERROR UE4
    Error 4 error MSB3073: The command "..\..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development" exited with code 2. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 UE4

    Ive asked people on here who have VS 2013 Express or Community to tell me if they can compile but been totally ignored.

    Can you PLEASE get someone to install express or community onto a fresh machine with no previous VS builds on and test to see if YOU can get it to compile with the free VS tools. This has been driving me mad for over a week now and desperately need to test some code for a client in the 4.7 Preview.

    FOR THE LOVE OF GOD HELP ME, ONE MONITOR HAS ALREADY COME TO AN END WITH A FIST SHAPED HOLE.

    Cheers James

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  • replied
    Originally posted by Demolition Man View Post
    Here's an idea for 4.7

    The content browser is located along the bottom of the screen now. What if you changed the details panel to have three tabs (i.e. Content, Details, Settings). This way you could have a much larger space for the main level window.

    Perhaps and even better idea would be to add a "Content" tab to the mode screen window. I don't usually use these both at the same time.
    I personally put the content browser onto my second monitor, but otherwise keep it in a very similar configuration.

    Only difference is I make the Scene Outliner and Modes into the one panel with two tabs on the top of the right hand side, then Details & World Settings as two tabs below (and sometimes 3 tabs with the Content Browser).

    If you don't have a second screen, moving all of the tabs to the right hand side leaves you with a pretty decent sized viewport. Even if you do have two screens it makes a big difference, something I have done since day one (or two..).

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  • replied
    Originally posted by Voren View Post
    @RoyAwesome the audio is working now for me.

    Split-screen is borked though. Tried a fresh 3rd person project added a second player with the "create player" blueprint node in the level blueprint. Only the last player added shows somewhat correctly. The other players it looks like object culling is reversed or something because everything disappears when you turn to look at it.
    Hey Voren-

    I tested split screen and had the same rendering issue happen for me. This has been reported to our internal tracking database (UE-9626) for further investigation. Thanks for informing us and let us know if there's anything else you come across.

    Cheers

    Doug Wilson

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  • replied
    Originally posted by Eric Ketchum View Post
    Hey Majority -

    Thank you for your report, I was able to track this down and report the issue and it appears to be fixed in our internal branch of the engine. We are trying to get that fix moved up to the next preview release of the engine. In the meantime, if you are using a stationary directional light you can set the Cascading Stationary Distance to any value above 0 and it will offer a temporary fix. For Spot and Point Lights there is not currently a workaround. Stay Tuned for more information as we get.

    Thank You
    Thanks for the update Eric.
    I will be following this thread and I will be hunting for bugs as I explore the engine

    Regards.

    Leave a comment:


  • replied
    is it still impossible to launch on android?

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  • replied
    Originally posted by Majority View Post
    Ok thanks,

    By the way, i have encounter an issue with 4.7.6, the shadows are not working properly on all movable objects, the shadows disappears and sometimes it shows only a black square on movable objects
    also is not working on "Cast Inset Shadow"
    is this issue already known?

    Regards
    Hey Majority -

    Thank you for your report, I was able to track this down and report the issue and it appears to be fixed in our internal branch of the engine. We are trying to get that fix moved up to the next preview release of the engine. In the meantime, if you are using a stationary directional light you can set the Cascading Stationary Distance to any value above 0 and it will offer a temporary fix. For Spot and Point Lights there is not currently a workaround. Stay Tuned for more information as we get.

    EDIT - Fixed in Release Branch and should be coming with 4.7 preview 7.

    Thank You
    Last edited by Lovecraft_K; 02-11-2015, 01:16 PM.

    Leave a comment:


  • replied
    Originally posted by Demolition Man View Post
    Here's an idea for 4.7

    The content browser is located along the bottom of the screen now. What if you changed the details panel to have three tabs (i.e. Content, Details, Settings). This way you could have a much larger space for the main level window.

    Perhaps and even better idea would be to add a "Content" tab to the mode screen window. I don't usually use these both at the same time.
    I could see how in a general case a lot of users might want to have both the content browser tab and details/settings also visible at the same time to make changes on currently selected objects.

    If you want to configure the editor layout to have all three tabs under the same area can't you just drag and drop them all into the same area now though?

    Leave a comment:


  • replied
    Here's an idea for 4.7

    The content browser is located along the bottom of the screen now. What if you changed the details panel to have three tabs (i.e. Content, Details, Settings). This way you could have a much larger space for the main level window.

    Perhaps and even better idea would be to add a "Content" tab to the mode screen window. I don't usually use these both at the same time.
    Last edited by Demolition Man; 02-11-2015, 11:24 AM.

    Leave a comment:


  • replied
    Hi everybody, anyone is experiencing the same problem with the oculus rift on the last preview?

    https://answers.unrealengine.com/que...-properly.html

    Leave a comment:


  • replied
    Originally posted by RoyAwesome View Post
    I'm seeing some... eccentricities... with the blueprint UI that are new in Preview 6.

    Dragging a variable (or function) onto the graph doesn't always work the first time. Sometimes I have to drag the variable multiple times to get the node to insert. Sometimes it works the first time. Not sure what is going on there.
    aaaah here i thought i just hadn't had enough coffee this morning, it kept doing this to me too and it seemed weird. the unselecting bug is pretty annoying too!

    *waves to a fellow roy*

    Leave a comment:


  • replied
    I just tried 4.7.0p6 on my current project, and was pleasantly surprised to find it stable! I had tried p3 before, but got crash issues with 'spawn actor from class' nodes (answerhub link), which doesn't happen in p6, so good work Epic!

    I was checking it out since I've run into what I think is a BP circular dependency problem in 4.6.1, but I can't for the life of me nail it to the simplest case. It's not present in 4.7.0p6 though, so I guess that answers the 'will I upgrade' question. Now I'm really looking forward for 4.7.0; stability >> features every time.

    Keep it up Epic!

    Leave a comment:


  • replied
    I'm seeing some... eccentricities... with the blueprint UI that are new in Preview 6.

    When I create a Variable or Function in a blueprint, it attempts to rename whatever is above it in the tree. This includes category headers.

    When I change a property of a variable (it's name, whether or not it's replicated, it's type, etc) the change takes effect then the variable becomes unselected. This means I have to reselect the Variable to change additional properties. Kinda annoying.

    Dragging a variable (or function) onto the graph doesn't always work the first time. Sometimes I have to drag the variable multiple times to get the node to insert. Sometimes it works the first time. Not sure what is going on there.

    I see that I can drag components from the component list on the graph, but sometimes this doesn't work. I don't have a repro case... it appears random.

    Leave a comment:


  • replied
    Originally posted by iniside View Post
    Request!

    I love the new single screen blueprint editor, but!, could we get option which would open this editor in seprate window instead of automatically docking it into main editor window ?
    I actually use this on two screen setup (coz it's awesome!), and it's kind of annoying when I have to undock each new window for new blueprint.
    Actually it's not docking into main window, it's docking into active window. So, if your active window is another small-windowed-blueprint, it will dock right here and etc.

    Leave a comment:


  • replied
    Originally posted by iniside View Post
    Request!

    I love the new single screen blueprint editor, but!, could we get option which would open this editor in seprate window instead of automatically docking it into main editor window ?
    I actually use this on two screen setup (coz it's awesome!), and it's kind of annoying when I have to undock each new window for new blueprint.
    I agree, I think this kind of thing is really important for ease of use. Some flexible configurations for which things to open in new tab/new window would be great.

    Kind of related, do other people have a weird issue with Alt-tab and multiple windows in UE? Sometimes it can't seem to decide if it has two main windows or one (from an OS point of view) and one window will not show even when selected until the other window is minimized.

    Leave a comment:

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